|Commander / EDH||Legal|
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|Guilds of Ravnica: Guild Kit (GK1)||Rare|
|Guilds of Ravnica (GRN)||Rare|
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Legendary Creature — Elf Shaman
Undergrowth — When Izoni, Thousand-Eyed enters the battlefield, create a 1/1 black and green Insect token for each creature card in your graveyard.
, Sacrifice another creature: You gain 1 life and draw a card.
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Izoni, Thousand-Eyed Discussion
1 week ago
Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.
The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.
One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.
If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.
My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.
Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)
1 week ago
Thanks for the suggestions! Your deck looks really cool =) Militia Bugler is a compelling option, but I really don't want to cut any 3-drops from the list. Jadelight Ranger and Knight of Autumn are both pretty essential.
Thundering Spineback was originally a filler for a third Carnage Tyrant that I don't have. It is kind of nice to have, but I will probably replace it with something else. How has Izoni, Thousand-Eyed worked for you?
I do not have any Vraska cards, sadly.
1 week ago
@Quadsimotto, Isareth the Awakener doesn't help you here due to her ability stating after a creature gets a counter it will be exiled if it dies. Izoni, Thousand-Eyed and Underrealm Lich would serve you better.
2 weeks ago
Liliana, the Necromancer might be better here than Vraska, Regal Gorgon. Necrotic Wound isn't as consistent as I'd like it to be, I've run them before, even with 24 creatures it wasn't enough. Fungal Infection or Vicious Offering are solid alternatives. Doomed Dissenter may be good here, once it dies you get a Zombie token and have a creature card in your graveyard for Undergrowth.
2 weeks ago
Thanks for your comment Argy. Sorry it took so long to get back to you.
It's not a pure aggro deck, but it's quite rapid. Those Pelt Collectors are a real pain to try and deal with. Turn one Pelt Collector, turn two Glowspore Shaman means I can swing for two damage on turn two, then playing any of the three drops means I can swing for a further six on turn three. I can reliably deal lethal damage in five turns this way.
If that doesn't work, the game then transposes into a mid-range grind, as you pointed out, and this deck is good in that regard, too. The Midnight Reapers, Vraska, Golgari Queens and Izoni, Thousand-Eyed all provide excellent card advantage. The Find half of Find / Finality and Gruesome Menagerie also grant excellent value - two or three creatures returned for one card can generally overpower spot removal. Gruesome Menagerie in particular, when it goes off, can win games. Control's best response to this deck is a board wipe on turn four or five, and after that they're left tapped out and unable to counter Gruesome Menagerie, which just laughs at board wipes. Even if my opponent plays a board wipe afterwards, I'm still trading one card for one card, plus I get those juicy ETB triggers so even in that scenario I'm ahead. It's a brilliant card, the only question is how many.
When I got back into magic recently I decided I wasn't going to spend a lot of money. Vraska's Contempt is definitely out, for that reason. Though tbh, I'll play Status / Statue in that spot anyway, should I need removal - it's rare I need to gain life, and if I do, Kraul Foragers is perfect. Wait, it's not in my sideboard. Oops. Anyway, Status / Statue for the most part kills a larger range of stuff than Vraska's Contempt.
I'll stick with Kraul Harpooner for now, since as a creature it has synergy with the other cards in the deck, although I haven't even played it yet since I normally just trample over flyers with my Charnel Trolls without really needing to sideboard.
I've been toying with Golgari Findbroker, but tbh it just for the most part seems worse than Gruesome Menagerie, except for fetching Vraska, Golgari Queen, of course. I don't really need it, though. We'll see.
I've updated with how it is now. See if that's aggro enough for you :P
3 weeks ago
me again haha
Wake the Dead could be a powerful inclusion too. It gives you another round of ETB triggers and self-sacrifice triggers at end of turn. It's repeatable too if one of the returned creatures is Eternal Witness or Greenwarden of Murasa. Another take on the Living Death E.Witness loop
3 weeks ago
Run Izoni, Thousand-Eyed to get tokens like no tommorow
4 weeks ago
There is a difference, but honestly, Guildmages were never playable outside of Limited and maybe a few in commander, but never in standard. There is no difference between tapping and not tapping for the ability, unless you want to activate it two or more times. And if you can afford to activate your guildmage twice in any format, you are probably already winning.
In constructed, even though the guildmages have to tap, I think that it is OK. League Guildmage is great in Limited and both abilities are OK in Standard, where you can never realistically expect to activate the ability twice.
Legion Guildmage having the ability to push early damage with its first ability and late game damage with its second one is exactly what the guild wants to do in Limited.
Selesnya Guildmage is less useful, but your Rosemane Centaurs having trample or not is a really big deal. Heck, your Flight of Equenauts being chumped by a Bird token from Murmuring Mystic feels awful. And the second ability takes over the lategame in a stalemate.
Swarm Guildmage has two very useful abilities. The small ability is useful versus aggro, where golgari really struggles to trade efficiently. The large ability is useful as a game ender. Making Vigorspore Wurm unblockable is a huge deal that has won me multiple games. And in combination with something like Izoni, Thousand-Eyed, it is amazing.
House Guildmage being an instant-speed source of surveil at a good price is incredibly important in the early game to power up your Disinformation Campaign and Dimir Spybug and filtering away lands in the late game. Locking down a powerful creature is an underestimated ability.
TLDR - They have uses which you have chosen to dismiss for unknown reasons. Maybe not as much in commander (though I would still have both Swarm Guildmage and Korozda Guildmage in my izoni deck) though.